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- #include "Common.hlsl"
- StructuredBuffer<int> textureIdBuffer : register(t1, space2);
- StructuredBuffer<int> indexBuffer : register(t1, space3);
- StructuredBuffer<VertexData> vertexData : register(t1, space4);
- StructuredBuffer<int> indexOffsetBuffer : register(t1, space5);
- [shader("closesthit")]
- void SimpleBlocksClosestHit(inout HitInfo rayPayload, SimpleBlocksAttributes attrib)
- {
- // TODO: reflection rays and shadow rays ...
- }
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